Gaming machine

ABSTRACT

A gaming machine includes: variable display means for variably displaying a plurality of symbols; internal winning combination determination means for determining an internal winning combination; a plurality of operation means for a player to stop a variable display of the variable display means; stop control means for performing stop control of the variable display based on the determination result of the internal winning combination determination means and operating the operation means; game medium payout means for paying out game play media to the player if the stop state of the variable display means stopped by the stop control means is a predetermined stop state; and front display means being provided in front of the variable display means for enabling the player to see symbols on the variable display means through the front display means. The front display means is movably arranged.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates to a gaming machine such as a slotmachine or a Japanese pinball machine (a so-called “pachinko machine”,which will be simply referred to as “pinball machine”) including avariable display means for variably displaying symbols provided forplaying a game and control means such as a microcomputer for controllingthe variable display.

[0003] 2. Description of the Related Art

[0004] Hitherto, as a conventional gaming machine of the above describedtype, for example, a slot machine including stopping means has beenknown (a so-called “pinball slot machine” or a so-called “Pachi-Slotmachine” in Japan). FIG. 38 shows a conventional pinball slot machine X.

[0005] The pinball slot machine X has a variable display means havingthe configuration wherein three rotation reels 104 to 106 for producingvariable display of a plurality of symbols are disposed in displaywindows 101 to 103 provided in a front panel 100 and reel stop buttons107 to 109 for stopping the rotation reels 104 to 106 are provided. Whena predetermined symbol combination becomes complete through the variabledisplay means, the player gains a prize.

[0006] Printed on the front of the front panel 100 are a one-medal payline 111 at the middle stage which becomes activated with one medalinserted, two two-medal pay lines 112 a an 112 b which become activatedwith two medals inserted, and two three-medal pay lines 113 a an 113 bwhich become activated with three medals inserted for nine symbols(three columns X three rows) displayed through the display windows 101to 103. In the figure, numeral 114 denotes a game medium (medal, coin,or the like) slot and numeral 115 denotes a start lever for starting agame. In addition to the above-described variable display means havingthe mechanical configuration using the rotation reels 104 to 106, avariable display means having a screen such as a liquid crystal screenon which variable display of symbols can be produced is also available.

[0007] As a gaming method, first, playing a game is started as theplayer inserts game medium into the game medium slot 114. As the playerhandles the start lever 115, control means controls the variable displaymeans for rotating the reels 104 to 106, thereby producing variabledisplay of symbols.

[0008] For the symbols variably displayed, the rotating reels 104 to 106are stopped in order automatically in a given time or as the playeroperates the reel stop buttons 107 to 109. At this time, if the symbolson the reels 104 to 106 appearing in the display windows 101 to 103become a specific combination (winning symbol combination), game playmedia are paid out to the player as the prize of the win.

[0009] The pinball slot machine X has different winning states.Particularly, in some pinball slot machines, when the winning game of apredetermined winning combination is complete, the player is placed in agame state in which the player is given a better condition than theusual state for a predetermined time period in addition to paying out apredetermined number of medals. Such winning combinations include awinning combination for allowing the player to play a predeterminednumber of games giving a relatively large prize to the player, whichwill be hereinafter referred to as big bonus (BB), and a winningcombination for allowing the player to play a predetermined number ofgames giving a relatively small prize to the player, which will behereinafter referred to as regular bonus (RB).

[0010] In the pinball slot machine X, internal lottery processing(simply, internal lottery) is performed and the symbol combinationstopped and displayed along the line of the pay lines 111 to 113 madeactivated, which will be hereinafter referred to as activated line, isdetermined based on the lottery result and the stop operation timing ofthe reel stop buttons 107 to 109 by the player. That is, to complete awinning game for paying out medals or coins to the player, it isrequired that the winning combination be won according to the internallottery processing, which will be hereinafter referred to as internalwinning, and that the player perform stop operation at the timing atwhich the symbol combination indicating completion of the winging gameof the winning combination gaining the internal winning, which will behereinafter referred to as internal winning combination, can be stoppedon the activated line.

[0011] That is, even if the internal winning is accepted, if the playercannot perform the stop operation at the good timing, the player cannotcomplete the winning game. Thus, the gaming machines requiring that theplayer have a technique for performing the stop operation at the goodtiming (the relative importance of intervention of the technique called“observation push” is high) are mainstream at present.

[0012] In such gaming machines, recently, various techniques fordesigning the front panel 100 and displaying the pay lines 111 to 113and symbols have been proposed to enhance the game amusement and easilydetermine a winning game.

[0013] For example, in a gaming machine described in JP-A-2000-350805,an optically transparent information display panel including a matrixdisplay means that can display a dot pattern with a plurality of rowsand a plurality of columns of dots is provided at the rear of a frontpanel or in the proximity of the rear of the front panel and moreoverthe information display panel is implemented as a transparent EL(electroluminescent) panel for displaying optically transparentcharacters and symbols in dot patterns.

SUMMARY OF THE INVENTION

[0014] In the gaming machine disclosed in JP-A-2000-350805, whichincludes the information display panel, it is made possible to produceextensive display containing an effect image. However, because of theoptically transparent panel, the symbols on the reels are always seenthrough the dot patterns and incomplete display of the effortful effectimage and the symbols on the reels easily results; sharp contrast is notprovided between the effect image and the symbols on the reels is alwaystransparent-displayed and it is feared that the player may get tired ofplaying games on the gaming machine.

[0015] It is therefore an object of the invention to provide a gamingmachine for providing sharp contrast between symbols on reels and aneffect image displayed on front display means placed in front of thereels as the front display means is moved.

[0016] According to the invention, there is provided a gaming machineincluding: variable display means for variably displaying a plurality ofsymbols; internal winning combination determination means configured todetermine an internal winning combination; a plurality of operationmeans with which a player stops the variable display of the variabledisplay means; stop control means configured to perform a stop controlof the variable display based on the determination result of theinternal winning combination determination means and on a stop operationof each of the operation means; game medium payout means configured topay out a game medium to the player in a case where a stop state of thevariable display means stopped by the stop control means corresponds toa predetermined stop state; and front display means provided in front ofthe variable display means and configured to enable the player to seethe symbols on the variable display means therethrough, and to displayvarious images, wherein the front display means is movably arranged.

[0017] The front display means may be able to be moved in the back andforth direction with respect to the variable display means.

[0018] The front display means may be able to be moved in the up anddown direction with respect to the variable display means.

[0019] The front display means may be able to be switched between aposition where the player is able to visually recognize the frontdisplay means and a position where the player is unable to visuallyrecognize the front display means.

BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In the accompanying drawings:

[0021]FIG. 1 is a perspective view to show the appearance of a slotmachine according to an embodiment of the invention;

[0022]FIG. 2 is a front view to show the appearance of the slot machineaccording to the embodiment of the invention;

[0023]FIG. 3 is a block diagram to show the configuration of an electriccircuit of the slot machine according to the embodiment of theinvention;

[0024]FIG. 4 is a block diagram to show the configuration of asub-control circuit of the slot machine according to the embodiment ofthe invention;

[0025]FIG. 5 is a drawing to show symbol rows arranged on reels;

[0026]FIG. 6 is a drawing to show winning combinations and numbers ofpayout medals corresponding to winning symbol combinations;

[0027]FIG. 7 is a drawing to show an example of a ceiling indicationmeter;

[0028]FIGS. 8A through 8C are drawings to show an example of images fornotifying the player of stop order;

[0029]FIGS. 9A and 9B are drawings to show probability lottery tables;

[0030]FIG. 10 is a drawing to show a stop control table number selectiontable;

[0031]FIG. 11 is a drawing to show the relationship between the stopbutton push order and completion/incompletion of winning game for eachstop table number;

[0032]FIG. 12 is a drawing to show an example of a stop control table;

[0033]FIG. 13 is a drawing to show an example of a stop control table;

[0034]FIG. 14 is a drawing to show an example of a stop control table;

[0035]FIG. 15A is a drawing to show a ceiling-number-of-AT-timesselection table and FIG. 15B is a drawing to show an AT activationlottery table;

[0036]FIG. 16A is a drawing to show a ceiling activation value selectiontable and FIG. 16B is a drawing to show a ceiling meter shift selectiontable;

[0037]FIG. 17 is a drawing to show examples of commands transmitted froma main control circuit to the sub-control circuit;

[0038]FIG. 18 is a drawing to show examples of commands transmitted fromthe main control circuit to the sub-control circuit;

[0039]FIG. 19 is a flowchart to show processing of the main controlcircuit;

[0040]FIG. 20 is a flowchart to show processing of the main controlcircuit;

[0041]FIG. 21 is a flowchart to show processing of the main controlcircuit;

[0042]FIG. 22 is a flowchart to show processing of the main controlcircuit;

[0043]FIG. 23 is a flowchart to show processing of the main controlcircuit;

[0044]FIG. 24 is a flowchart to show processing of the main controlcircuit;

[0045]FIG. 25 is a flowchart to show stop control table selectionprocessing;

[0046]FIG. 26 is a flowchart to show processing of the sub-controlcircuit;

[0047]FIG. 27 is a flowchart to show processing of the sub-controlcircuit;

[0048]FIGS. 28A through 28D are flowcharts to shownumber-of-inserted-medals update processing, number-of-bet-medals updateprocessing, total-number-of-bet-medals update processing, and thetotal-number-of-payout-medals update processing;

[0049]FIG. 29 is a flowchart to show ceiling meter indicationprocessing;

[0050]FIG. 30 is a flowchart to show ceiling AT activation checkprocessing;

[0051]FIG. 31 is a flowchart to show ceiling activation value selectionprocessing;

[0052]FIG. 32 is a flowchart to show AT execution processing;

[0053]FIG. 33 is a flowchart to show push order notification processing;

[0054]FIG. 34 is a flowchart to show AT activation lottery processing;

[0055]FIG. 35 is a schematic representation to show the dispositionstate of a panel display means;

[0056]FIG. 36 is a schematic representation of the panel display means;

[0057]FIG. 37 is a schematic representation to show the dispositionstate of another panel display means; and

[0058]FIG. 38 is a schematic representation to show an example of agaming machine in a related art.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0059] A gaming machine of the invention has variable display means forproducing variable display of a plurality of symbols, front displaymeans being provided in front of the variable display means for enablingthe player to see symbols on the variable display means through thefront display means, internal winning combination determination meansfor determining an internal winning combination, a plurality ofoperation means for the player to stop the variable display of thevariable display means, stop control means for performing stop controlof the variable display operation of the variable display means based onthe determination result of the internal winning combinationdetermination means and operation input to the operation means, and gamemedium payout means for paying out game play media to the player if thestop state of the variable display means stopped by the stop controlmeans is a predetermined stop state, wherein the front display means canbe moved.

[0060] By moving the front display means, sharp contrast can be providedbetween the effect produced by the variable display means and the effectproduced by the front display means. For example, when the effect isproduced by the variable display means, the front display means is movedto a position where the player cannot visually recognize the frontdisplay means, so that player's interest can be excited in the effectproduced by the variable display means. When the effect is produced bythe front display means, the front display means can be moved to theahead position of the variable display means for exciting player'sinterest in the effect produced by combining the effect produced by thefront display means and the effect produced by the variable displaymeans. Moreover, when the effect is produced by combining the effectproduced by the front display means and the effect produced by thevariable display means, the front display means can also be moved up anddown, from side to side, or back and forth, whereby change can be givento the effect and player's interest can be still more excited in theeffect.

[0061] Particularly, if the front display means is moved forwardrelative to the variable display means (if the front display means andthe variable display means are brought away from each other), the playercan select the effect produced by the front display means or the effectproduced by the variable display means for visually checking the effectwith the accent put on the effect produced by either means, whereby theplayer can be made to enjoy the effect produced by either means with theaccent put thereon. On the other hand, if the front display means ismoved backward relative to the variable display means (if the frontdisplay means and the variable display means are brought close to eachother), the player can visually check the effect produced by the frontdisplay means and the effect produced by the variable display means atthe same time, whereby the player can be made to enjoy the effectproduced by combining the effects of both of the means.

[0062] If the front display means is moved in the up and down directionrelative to the variable display means, the superposition state of theeffect produced by the front display means and the effect produced bythe variable display means changes and change can be given to the effectproduced by combining the effects of both of the means, making theplayer enjoy the effect.

[0063] If the front display means is moved to a position where theplayer can visibly recognize the front display means, the player canvisually check the effect produced by the front display means and theeffect produced by the variable display means at the same time, and canbe made to enjoy the effect produced by combining the effects of both ofthe means. On the other hand, if the front display means is moved to aposition where the player cannot visibly recognize the front displaymeans, the effect produced by the variable display means becomes easy tosee and the player can be made to enjoy the effect produced by thevariable display means.

[0064] A gaming machine according to an embodiment of the invention willbe discussed more specifically with reference to the accompanyingdrawings.

[0065]FIG. 1 is a perspective view to show the appearance of a gamingmachine 1 of a first embodiment according to the invention. FIG. 2 is afront view of the gaming machine 1 of a first embodiment according tothe invention.

[0066] The gaming machine 1 is a so-called “pinball slot machine”including three rotation reels for variably displaying symbols andallows the player to play a game using game play media such as a cardstoring information of the game play value given to the player as wellas coins, medals or tokens. In the description that follows, it isassumed that the player uses medals.

[0067] A panel display means 5 of a liquid crystal display is providedat the front of a cabinet 2 forming the whole of the gaming machine 1.

[0068] In the cabinet 2, three rotation reels 3L, 3C, and 3R each with asymbol row made up of different types of symbols drawn on the outerperipheral surface are provided in a row for rotation for providingvariable display means. The player can observe the symbols on the reelsthrough display windows 4L, 4C, and 4R seen through the panel displaymeans 5. Each reel rotates at a constant speed (for example, 80revolutions per minute).

[0069] Although the configuration of the panel display means 5 isdescribed later in detail, the panel display means 5 is provided fullywith a screen 5 a for providing front display means through which therotation reels 3L, 3C, and 3R can be seen. When viewed from the player,the following components appear.

[0070] The vertically oriented rectangular display windows 4L, 4C, and4R are seen at the center of the display screen 5 a, and a center line 8a, a top line 8 b, and a bottom line 8 c in the horizontal direction anda cross down line 8 d and cross up line 8 e in the slanting directionsas pay lines are visible in the display windows 4L, 4C, and 4R. As thepay lines, one, three, or five lines are made activated as the playeroperates a 1-BET switch 11, a 2-BET switch 12, or a MAX-BET switch 13(described later) or inserts medals into a medal insertion slot 22.Which pay lines are made activated is indicated as the correspondinglines are lighted and a BET lamp 9 a, 9 b, or 9 c (described below) islighted.

[0071] The 1-BET lamp 9 a, the 2-BET lamp 9 b, the MAX-BET lamp 9 c, anda deposited-number-of-game-play-medals display means 19 are provided onthe left of the display windows 4L, 4C, and 4R. The 1-BET lamp 9 a, the2-BET lamp 9 b, or the MAX-BET lamp 9 c is lighted in response to thenumber of medals bet to play one game, which will be hereinafterreferred to as the BET count. In the embodiment, one game is over whenall reels stop or when game play media have been paid out if game playmedia are paid out. When the BET count is 1 and one pay line is madeactivated, the 1-BET lamp 9 a is lighted; when the BET count is 2 andthree pay lines are made activated, the 2-BET lamp 9 b is lighted; andwhen the BET count is 3 and all the five pay lines are made activated,the MAX-BET lamp 9 c is lighted. A game play start indicator lamp 25provided below the BET lamps 9 a, 9 b, and 9 c is lighted when at leastone pay line is made activated. Further, thedeposited-number-of-game-play-medals display means 19 displays thedeposited number of medals.

[0072] A WIN lamp 17, a payout display means 18, and a game play medalinsert lamp 24 are provided on the right of the display windows 4L, 4C,and 4R. The WIN lamp 17 is lighted at a predetermined probability whenthe internal winning is accepted as BB or RB. The WIN lamp 17 is alsolighted when the winning game of BB or RB is complete. The payoutdisplay means 18 is made up of seven-segment LEDs for displaying thenumber of medals paid out when the winning game is complete. The gameplay medal insert lamp 24 is blinked when insertion of game play medalscan be accepted.

[0073] A number-of-bonus-game-operation-times display means 20 isprovided in the upper right corner of the display screen 5 a. Thenumber-of-bonus-game-operation-times display means 20 displays thenumber of RB games that can be played, and the possible number ofwinning games of RB (described later).

[0074] A game play stop indicator 31, a replay indicator 32, an RBoperation indicator 33, and a BB operation indicator 34 are provided ina row in the upper left corner of the display screen 5 a. The game playstop indicator 31 is lighted when the time interval between thepreceding drum rotation and the current drum rotation is less than apredetermined time (in the embodiment, 4.1 seconds). The replayindicator 32 is lighted when replay is operated. The RB operationindicator 33 is lighted during the RB operation. The BB operationindicator 34 is lighted during the BB operation.

[0075] The display screen 5 a also displays the “stop order” requiredfor realizing completion of the winning game when the internal winningof “small prize of bell” is accepted in “stop operation assistance timeperiod” (described later).

[0076] A frontward projection portion 10 of a horizontal plane is formedbelow the display windows 4L, 4C, and 4R seen through the display screen5 a, and an indication section 2 a for indicating information concerningthe gaming machine 1, etc., is provided between the frontward projectionportion 10 and the display windows 4L, 4C, and 4R.

[0077] A medal insertion slot 22 is provided on the right of theindication section 2 a, and the 1-BET switch 11, the 2-BET switch 12,and the MAX-BET switch 13 are provided at the lower position to the leftof the indication section 2 a. A cross button 26, a “O” button 27, and a“X” button 28 are provided at the upper position to the left of theindication section 2 a.

[0078] The 1-BET switch 11 enables the player to bet one of the creditedmedals by one push operation on a game. The 2-BET switch 12 enables theplayer to bet two of the credited medals by one push operation on agame. The MAX-BET switch 13 enables the player to bet as many medals asthe maximum number of medals that can be bet on a game by one pushoperation. As the player operates any of the BET switches, thecorresponding pay lines are made activated as described above.

[0079] The player can switch the display screen 5 a and make entry byoperating the cross button 26, the “O” button 27, and the “X” button 28.

[0080] A deposited medal adjusting switch 14 for the player to switchbetween credit and payout of the medals obtained by playing games bypushbutton operation is provided on the left of the front of thefrontward projection portion 10. As the deposited medal adjusting switch14 is switched, medals are paid out from a game play medal payoutopening 15 in a lower part of the front and are stored in a game playmedal tray 16. On the right of the deposited medal adjusting switch 14,a start lever 6 for rotating the reels for starting variable display ofsymbols in the display windows 4L, 4C, and 4R (starting a game) as theplayer operates the start lever 6 is attached so that it can be turnedin a predetermined angle range.

[0081] A door opening/closing and closing release device 29 is providedto the right of the front of the frontward projection portion 10. As thedoor opening/closing and closing release device 29 is turned to theright with a predetermined key, the front door is opened/closed; as thedevice 29 is turned to the left, closing is released.

[0082] Speakers 21L and 21R are provided on the upper left and right ofthe cabinet 2, and a payout table panel 23 for displaying winning symbolcombination, the number of payout medals, and the like is providedbetween the two speakers 21L and 21R. Three stop buttons 7L, 7C, and 7Rfor stopping rotation of the three rotation reels 3L, 3C, and 3R areprovided at the center of the front of the frontward projection portion10 and below the indication section 2 a.

[0083] As shown in FIG. 35, the panel display means 5 is attached to afront opening 2 b of the cabinet 2 so as to face from the back of thefront opening 2 b, and the portion exposed from the cabinet 2 forms thedisplay screen 5 a.

[0084] The panel display means 5 is attached to the rear of the cabinet2 so that it can move in the back and forth direction relative to therotation reels 3L, 3C, and 3R through a motorized cylinder 2 c. In thefigure, numeral 2 d denotes a guide.

[0085] The panel display means 5 is implemented as a multi-layer panelbody 5′ clamped and held by a rectangular frame 505, as shown in FIG.36.

[0086] The multi-layer panel body 5′ has a multi-layer structure made upof, from the outermost side (front), transparent protective glass 500and a liquid crystal panel 501 substantially making up the front displaymeans, a light guide plate 503 made of an acrylic material having apredetermined thickness forming a part of a backlight structure, and adiffuser panel 504 made of a plastic film put on the rear of the lightguide plate 503. The diffuser panel 504 is formed on the surface withasperities for irregularly reflecting and diffusing light. A transparentacrylic plate may be used in place of the protective glass 500.

[0087] A backlight is disposed between the front display means and thevariable display means for applying backlight to the symbols on thevariable display means. That is, a cold-cathode tube 2 e for functioningas the backlight of the liquid crystal panel 501 and being capable ofapplying light to the symbols on the rotation reels 3L, 3C, and 3R isdisposed between the multi-layer panel body 5′ and the rotation reels3L, 3C, and 3R and at a lower position of the multi-layer panel body 5′.

[0088] The cold-cathode tube 2 e is faced to the lower end part of theacrylic plate 504 and the frame 505 is formed with a notch 505 a forallowing light to pass through, so that light can pass through the endpart of the acrylic plate 504 to the whole and can be diffused forwardby the reflector panel 504 for the cold-cathode tube 2 e to function asthe backlight of the liquid crystal panel 501 and a liquid crystalshutter 502.

[0089] A part of light of the cold-cathode tube 2 e is applied to therotation reels 3L, 3C, and 3R disposed at the rear of the multi-layerpanel body 5′. In the figure, numeral 2 f denotes a reflection coverdisposed so as to involve the cold-cathode tube 2 e. The reflectioncover 2 f is bent roughly like a letter U in cross section and isfastened to a lower panel mounting boss 2 c′ together with themulti-layer panel body 5′.

[0090] In the embodiment, the panel display means 5 is attached movablyin the back and forth direction, but the invention is not limited to it.As shown in FIG. 37, the panel display means 5 may be attached movablyin the up and down direction. The panel display means 5 shown in FIG. 37is attached to a panel support body 5 c loosely fitted into rotationshafts 5 b of the rotation reels 3L, 3C, and 3R for rotation. A drivegear 5 f of an electric motor 5 e is operatively connected to a drivengear 5 d joined to the base end part of the panel support body 5 c andas the motor 5 e is rotated, the panel display means 5 moves up anddown. Moreover, if the panel display means 5 moves down, it ispositioned between the front opening 2 b of the cabinet 2 and therotation reels 3L, 3C, and 3R, enabling the user to visually recognizethe panel display means 5; on the other hand, if the panel display means5 moves up, it is positioned above the front opening 2 b of the cabinet2, making it impossible for the user to visually recognize the paneldisplay means 5.

[0091] As described above, in the embodiment, the front display meanscan be moved and as the front display means is moved, sharp contrast canbe provided between the effect produced by the variable display meansand the effect produced by the front display means.

[0092] Particularly, if the front display means is moved forwardrelative to the variable display means (if the front display means andthe variable display means are brought away from each other), the playercan select the effect produced by the front display means or the effectproduced by the variable display means for visually checking the effectwith the accent put on the effect produced by either means, whereby theplayer can be made to enjoy the effect produced by either means with theaccent put thereon. On the other hand, if the front display means ismoved backward relative to the variable display means (if the frontdisplay means and the variable display means are brought close to eachother), the player can visually check the effect produced by the frontdisplay means and the effect produced by the variable display means atthe same time, whereby the player can be made to enjoy the effectproduced by combining the effects of both of the means.

[0093] If the front display means is moved in the up and down directionrelative to the variable display means, the superposition state of theeffect produced by the front display means and the effect produced bythe variable display means changes and change can be given to the effectproduced by combining the effects of both of the means, making theplayer enjoy the effect.

[0094] If the front display means is moved to a position where theplayer can visibly recognize the front display means, the player canvisually check the effect produced by the front display means and theeffect produced by the variable display means at the same time, and canbe made to enjoy the effect produced by combining the effects of both ofthe means. On the other hand, if the front display means is moved to aposition where the player cannot visibly recognize the front displaymeans, the effect produced by the variable display means becomes easy tosee and the player can be made to enjoy the effect produced by thevariable display means.

[0095] In the embodiment, the backlight is provided for the frontdisplay means and backlight is applied to the symbols on the variabledisplay means. Thus, the backlight is applied not only to the frontdisplay means, but also to the symbols on the variable display means,making it possible to clearly display both the symbols on the variabledisplay means and the effect image, etc., displayed on the front displaymeans placed in front of the variable display means, so that not onlythe effect display produced by the front display means, but also thesymbols on the variable display means become easy to see, enabling theplayer to enjoy playing a game.

[0096] Particularly, if the backlight is disposed between the frontdisplay means and the variable display means, the internal space of thegaming machine can be used effectively as the installation place of thebacklight, and the backlight can be placed in the gaming machine withoutupsizing the gaming machine.

[0097] If the front display means is configured to provide predeterminedindications and displays (various lamp indications (1-BET lamp 9 a,2-BET lamp 9 b, MAX-BET lamp 9 c, and WIN lamp 17) and various displaymeans (payout display means 18, deposited-number-of-game-play-medalsdisplay means 19, and number-of-bonus-game-operation-times display means20) ) in the surroundings of the variable display means, various lampindications (1-BET lamp 9 a, 2-BET lamp 9 b, MAX-BET lamp 9 c, and WINlamp 17) and various display means (payout display means 18,deposited-number-of-game-play-medals display means 19, andnumber-of-bonus-game-operation-times display means 20) provided on thefront panel in the gaming machine in the related art can be displayed onthe front display means. Thus, the need for providing the various lampson the front panel is eliminated, the number of components of the gamingmachine can be decreased, and the manufacturing cost of the gamingmachine can be reduced.

[0098] The gaming machine 1 is configured as described above. Operationof the player for operating the start lever 6 for rotating the threereels 3L, 3C, and 3R and operating the three stop buttons 7L, 7C, and 7Rfor stopping rotation of the reels 3L, 3C, and 3R will be discussedbelow.

[0099] Here, the stop operation performed when all reels 3L, 3C, and 3Rrotate is called “first stop operation,” the stop operation nextperformed is called “second stop operation,” and the stop operationperformed following the second stop operation is called “third stopoperation.” Operating the left stop button 7L as the first stopoperation is called “forward push.” Operating the center stop button 7Cas the first stop operation is called “center push.” Operating the rightstop button 7R as the first stop operation is called “reverse push.”

[0100] Since the gaming machine 1 is provided with the three stopbuttons 7L, 7C, and 7R, there are six different operation orders of thestop buttons. Then, the operation orders are distinguished from eachother as follows: The left stop button 7L is abbreviated to “left,” thecenter stop button 7C to “center,” and the right stop button 7R to“right.” To indicate the stop order, the abbreviations of the stopbuttons 7L, 7C, and 7R are listed from left to right in the stopoperation order. For example, when the player operates the left stopbutton 7L as the first stop operation, the center stop button 7C as thesecond stop operation, and the right stop button 7R as the third stopoperation, the stop order is indicated as “left center right.” In theembodiment, the six different stop orders of “left center right,” “leftright center,” “center left right,” “center right left,” “right leftcenter,” and “right center left” are available.

[0101]FIG. 5 shows symbol rows each made up of 21 symbols represented oneach reel 3L, 3C, 3R. The symbols are given code numbers 00 to 20 andare stored in ROM 32 described later as a data table. The symbol rowseach made up of symbols of “blue 7,” “red 7,” “BAR,” “bell,” “plum,”“Replay,” and “cherry” are represented on the reels 3L, 3C, and 3R. Thereels 3L, 3C, and 3R are rotated so that the symbol rows move in thearrow direction.

[0102] A table in FIG. 6 lists the winning combinations and the numbersof payout medals corresponding to the winning symbol combinations ineach game state.

[0103] The game state is classified into the three states of ordinarygame state (the mode in which the gaming machine (player) is in thestate is also represented as “during ordinary game”), ordinary gamestate in BB (the mode in which the gaming machine (player) is in thestate is also represented as “during BB operation”), and RB game state(the mode in which the gaming machine (player) is in the state is alsorepresented as “during RB operation”). Usually, the mode in which thegaming machine (player) is in the ordinary game state is represented as“during ordinary game,” the mode in which the gaming machine (player) isin the ordinary game state in BB is represented as “during BBoperation,” and the mode in which the gaming machine (player) is in theRB game state is represented as “during RB operation.”

[0104] The ordinary game state maybe further classified depending onwhether or not the internal winning of BB or RB is accepted. However,the winning combinations having the possibility of accepting internalwinning are similar and therefore the game state is classified into thethree states in the table.

[0105] The types of winning combinations having the possibility ofaccepting internal winning are determined according to a probabilitylottery table (described later) and the probability lottery table isprovided for each game state. That is, the types of prizes having thepossibility of accepting internal winning become the same for games inthe same game state.

[0106] As shown in FIG. 6, when “blue 7-blue 7-blue 7” or “red 7-red7-red 7” is placed in a row along the activated line in the ordinarygame state, a winning game of BB is complete and 15 medals are paid outto the player and the game state of the next game enters the BB gamingstate.

[0107] The RB game state occurs when the symbol combination along theactivated line is “BAR-BAR-BAR” in the ordinary game state or when thesymbol combination along the activated line is “Replay-Replay-Replay” inthe ordinary game state in BB (JAC IN). At this time, 15 medals are paidout to the player. The RB game state is a game state in which the playereasily gains a prize of paying out 15 medals to the player withcompletion of the predetermined symbol combination“Replay-Replay-Replay” as the player bets one medal. The maximum numberof games that can be played by the player in one RB game state (thenumber of RB games that can be played) is 12. The number of winninggames that can be gained in the RB game state (the possible number ofwinning games of RB) is up to eight. That is, the RB game state exits ifthe number of games reaches 12 or if the number of winning games reacheseight. When the RB game state exits, a transition to the ordinary gamestate is made.

[0108] One BB exits if the player has played 30 games in the ordinarygame state in BB or if a transition to the RB game state is made threetimes and the third RB exits. When the BB gaming state exits, atransition to the ordinary game state is made.

[0109] When the symbol combination along the activated line is“Replay-Replay-Replay” in the ordinary game state, a winning game ofreplay is complete. When a winning game of replay is complete, as manymedals as the number of inserted medals are automatically inserted, sothat the player can play a game without consuming medals.

[0110] As symbol combination “bell-bell-bell” is placed in a row alongthe activated line in the ordinary game state or the ordinary game statein BB, a winning game of small prize of bell is complete. When theinternal winning of small prize of bell is accepted, whether or not thewinning game is complete is determined by the table number (describedlater) and the stop order of the stop buttons 7L, 7C, and 7R by theplayer. Specifically, the symbol combination “bell-bell-bell” is placedin a row along the activated line and the winning game of small prize ofbell is complete only if the player operates the stop buttons 7L, 7C,and 7R in the stop order of the six stop orders corresponding to thetable number. If the player operates the stop buttons 7L, 7C, and 7R inany order other than the stop order corresponding to the table number,the winning game of small prize of bell becomes incomplete.

[0111] It is possible to realize completion of winning games of “smallprize of cherry,” “small prize of plum,” etc., in the ordinary gamestate or the ordinary game state in BB. The numbers of medals paid outto the player are as shown in the figure.

[0112] In the ordinary game state, “stop operation assistance timeperiod (AT described later)” is provided for notifying the player of thestop order for realizing completion of a winning game when the internalwinning of small prize of bell is accepted. When the internal winning ofsmall prize of bell is accepted in the time period, the player cansurely realize completion of a winning game.

[0113]FIG. 7 is a drawing to describe an example of “ceiling indicationmeter” of indication means for indicating the progress until a reliefmeasure occurs. The scale shown in the figure indicates the differencebetween the total number of medals used for playing games and the totalnumber of payout medals. That is, usually, the number of used medals isgreater than the number of payout medals during the ordinary game andthus the scale of the meter grows until a bonus, etc., is won. The scaleof the meter starts at 1 when BB exits, and when the scale reaches 8, arelief measure called ceiling is activated.

[0114] Next, the images (stop order notification images) displayed onthe display screen 5 a when the internal winning of small prize of bellis accepted in the assistance time period will be discussed withreference to FIGS. 8A through 8C. In FIG. 7, the stop order required fora winning game is “left right center.”

[0115]FIG. 8A shows the image displayed at the game start time. Thesymbol of a bell is displayed in the left symbol display area of theimage, indicating that the internal winning of small prize of bell isaccepted. Further, a message of “=LEFT=PUSH!” is displayed below thesymbol of the bell, notifying the player that the stop operationrequired for a winning game is to operate the left stop button 7L as thefirst stop operation.

[0116]FIG. 8B shows the image displayed after the player performs thefirst stop operation. Another symbol of a bell is displayed in the rightsymbol display area of the image and a message of “=RIGHT=PUSH! ” isdisplayed below the symbol of the bell, notifying the player that theplayer is to operate the right stop button 7R as the second stopoperation.

[0117]FIG. 8C shows the image displayed after the player performs thesecond stop operation. Another symbol of a bell is displayed in thecenter symbol display area of the image and a message of “=CENTER=PUSH!”is displayed below the symbol of the bell, notifying the player that theplayer is to operate the center stop button 7C as the third stopoperation. If the player performs the first stop operation and thesecond stop operation responsive to the messages displayed on thedisplay screen 5 a, “bell-bell-bell” is placed in a row along theactivated line and the winning game of small prize of bell is completeafter the player performs the third stop operation.

[0118] In FIGS. 8A through 8C, the player is notified of the stop buttonto next operate in order as the stop order notification mode, but theplayer may be notified of the stop order at a time at the game starttime. For example, the stop order can also be displayed as “left rightcenter” on the display screen 5 a.

[0119]FIG. 3 shows the circuit configuration including a main controlcircuit 81 for controlling the game processing operation of the gamingmachine 1, peripherals (actuators) electrically connected to the maincontrol circuit 81, and a sub-control circuit 82 for controlling thepanel display means 5 of liquid crystal display and the speakers 21L and21R based on a control command transmitted from the main control circuit81.

[0120] The main control circuit 81 is made up of the microcomputer 40placed on the circuit board as the main component and a random numbersampling circuit. The microcomputer 40 includes a CPU 41 for performingthe control operation in accordance with a preset program, and ROM 42and RAM 43, both of which are provided as a storage.

[0121] Connected to the CPU 41 are a clock pulse generation circuit 44for generating a reference clock pulse, a frequency divider 45, a randomnumber generator 46 for generating sampled random numbers, and asampling circuit 47. For sampling random numbers, random number samplingmay be executed in the microcomputer 40, namely, the operation programof the CPU 41. In this case, the random number generator 46 and thesampling circuit 47 can be omitted or can also be left for backup of therandom number sampling operation.

[0122] The ROM 42 of the microcomputer 40 stores probability lotterytables used to determine random number sampling performed each time theplayer operates the start lever 6 (start operation), stop control tablesfor determining the reel stop state in response to operation of the stopbuttons, various control commands to be transmitted to the sub-controlcircuit 82, and the like. The commands include a demonstration displaycommand, a start command, an all reel stop command, a winning symbolcombination (prize) command, and the like. The commands will bediscussed later. The sub-control circuit 82 does not input commands andinformation to the main control circuit 81 and one-way communicationsare conducted from the main control circuit 81 to the sub-controlcircuit 82.

[0123] In the circuitry shown in FIG. 3, the actuators whose operationis controlled by a control signal from the microcomputer 40 include ahopper (containing a drive section for paying out medals) 50 as gameplay value giving means for storing medals and paying out apredetermined number of medals according to an instruction of a hopperdrive circuit 51, and stepping motors 59L, 59C, and 59R for rotating thereels 3L, 3C, and 3R.

[0124] Further, a motor drive circuit 59 for driving and controlling thestepping motors 59L, 59C, and 59R, a hopper drive circuit 51 for drivingand controlling the hopper 50, a individual lamp drive circuit 55 fordriving and controlling the various lamps, and a individual displaymeans drive circuit 58 for driving and controlling the various displaymeans are connected to the output means of the CPU 41 through an I/Oport 48. Each of these drive circuits receives a control signal such asa drive command output from the CPU 41 and controls the operation of thecorresponding actuator.

[0125] The main input signal generation means for generating an inputsignal required for generating a control command by the microcomputer 40include a start switch 6S, the 1-BET switch 11, the 2-BET switch 12, theMAX-BET switch 13, the deposited medal adjusting switch 14, an insertedmedal sensor 22S, a reel stop signal circuit 56, a reel positiondetecting circuit 60, and a payout completion signal circuit 61. Theseare also connected to the CPU 41 through the I/O port 48.

[0126] The start switch 6S detects the player operating the start lever6. The inserted medal sensor 22S detects a medal inserted to the medalinsertion slot 22. The reel stop signal circuit 56 generates a stopsignal as the player operates each stop button 7L, 7C, 7R. The reelposition detecting circuit 60 receives a pulse signal from a reelrotation sensor and supplies a signal for detecting the position of eachreel 3L, 3C, 3R to the CPU 41. The payout completion signal circuit 61generates a signal for detecting completion of medal payout when thecount of a medal detection means 50S (the number of medals paid out fromthe hopper 50) reaches the specified number of medals.

[0127] In the circuitry in FIG. 3, the random number generator 46generates random numbers contained in a given numeric value range andthe sampling circuit 47 samples one random number at the appropriatetiming after the player starts the start lever 6. The internal winningcombination is determined based on the random number thus sampled andthe probability lottery table stored in the ROM 42. After the internalwinning combination is determined, random number sampling is againperformed to select a stop control table.

[0128] After rotation of each of the reels 3L, 3C, and 3R is started,the number of drive pulses supplied to each of the stepping motors 59L,59C, and 59R and the counts are written into a predetermined area of theRAM 43. A reset pulse is obtained every revolution of the reel 3L, 3C,3R and the reset pulses are input to the CPU 41 through the reelposition detecting circuit 60. The drive pulse counts written in the RAM43 are cleared to 0 according to the reset pulses thus obtained.Accordingly, the counts corresponding to the rotation positions of thereels 3L, 3C, and 3R within the range of one revolution are stored inthe RAM 43.

[0129] A symbol table is stored in the ROM 42 to relate the rotationpositions of the reels 3L, 3C, and 3R and the symbols drawn on the outerperipheral surfaces of the reels to each other. In the symbol table, thecode numbers given in sequence every given rotation pitch of each reel3L, 3C, 3R based on the rotation position where the reset pulse isgenerated and the symbol codes indicating the symbols provided inone-to-one correspondence with the code numbers are related to eachother.

[0130] Further, a winning symbol combination table is stored in the ROM42. The winning symbol combination table lists the symbol combinationsof winning games, the numbers of payout medals for the winning games,and the winning game determination codes representing the winning gamesin association with each other. The winning symbol combination table isreferenced at the stop control time of the left reel 3L, the center reel3C, the right reel 3R and when the winning game is confirmed after allreels are stopped.

[0131] If the internal winning is accepted according to lotteryprocessing based on the random number sampling (probability lotteryprocessing), the CPU 41 sends the stop control signal of the reels 3L,3C, and 3R to the motor drive circuit 49 based on the operation signalsent from the reel stop signal circuit 56 at the timing at which theplayer operates the stop buttons 7L, 7C, and 7R, and the selected stopcontrol table.

[0132] In the stop state indicating completion of the winning game ofinternal winning combination, the CPU 41 supplies a payout commandsignal to the hopper drive circuit 51 for paying out a predeterminednumber of medals to the player from the hopper 50. At the time, themedal detection means 50S counts the number of medals paid out from thehopper 50. When the count reaches the specified number of medals, amedal payout completion signal is input to the CPU 41, which then stopsdriving the hopper 50 through the hopper drive circuit 51 and terminatesthe medal payout processing.

[0133]FIG. 4 is a block diagram to show the configuration of thesub-control circuit 82. The sub-control circuit 82 performs displaycontrol of various lamp indications (1-BET lamp 9 a, 2-BET lamp 9 b,MAX-BET lamp 9 c, and WIN lamp 17), various display means (payoutdisplay means 18, deposited-number-of-game-play-medals display means 19,and number-of-bonus-game-operation-times display means 20), and otherextensive images, etc., on the panel display means 5 and output controlof sound from the speakers 21L and 21R based on the control commandsfrom the main control circuit 81.

[0134] The sub-control circuit 82, which is implemented on a separatecircuit board from the circuit board implementing the main controlcircuit 81, is made up of a microcomputer (sub-microcomputer) 83 as themain component, an image control circuit 91 as display control means ofthe panel display means 5, a sound source IC 88 for controlling soundoutput from the speakers 21L and 21R, and a power amplifier 89.

[0135] The sub-microcomputer 83 includes a sub-CPU 84 for performing thecontrol operation following a control command transmitted from the maincontrol circuit 81, program ROM 85 as storage means, and work RAM 86.The sub-control circuit 82 does not include a clock pulse generationcircuit, a frequency divider, a random number generator, or a samplingcircuit, but executes random number sampling in an operation program ofthe sub-CPU 84.

[0136] The sub-microcomputer 83 includes a number-of-notification-timescounter, a number-of-AT-times stock counter, etc., in a predeterminedstorage area. The number-of-notification-times counter stores theremaining number of notification times of the push order in the stopoperation assistance time period. When the value of the counter is “1”or more, the gaming machine (player) is in the stop operation assistancetime period. The number-of-AT-times stock counter stores informationconcerning the remaining number of times of occurrence of the stopoperation assistance time period.

[0137] The program ROM 85 stores a control program executed in thesub-CPU 84. The work RAM 86 is used as temporary storage means for thesub-CPU 84 to execute the control program.

[0138] The image control circuit 91 is made up of an image control CPU92, an image control work RAM 93, image control program ROM 94, imageROM 96, video RAM 97, and an image control IC 98. The image control CPU92 determines the display contents on the panel display means 5 inaccordance with an image control program stored in the image controlprogram ROM 94 based on the parameters set in the sub-microcomputer 83.The image control program ROM 94 stores the image control programinvolved in display on the panel display means 5 and various selectiontables. The image control work RAM 93 is used as temporary storage meansfor the image control CPU 92 to execute the image control program. Theimage control IC 98 forms an image responsive to the display contentsdetermined by the image control CPU 92 and outputs the image to thepanel display means 5. The image ROM 96 stores dot data for forming animage. The video RAM 97 is used as temporary storage means for the imagecontrol IC 98 to form an image.

[0139] Hereinafter, the probability lottery tables will be discussedwith reference to FIGS. 9A and 9B.

[0140] The probability lottery tables are referenced in probabilitylottery processing. FIG. 9A shows the probability lottery table usedduring ordinary game and FIG. 9B shows the probability lottery tableused during ordinary game in BB for determining the internal winningcombination of each game.

[0141] In each table, the random number range is “0” to “16383” and oneextracted from the numeric values in the range is used to determine theinternal winning combination.

[0142] For example, if the extracted random number is “2851” duringordinary game, the internal winning combination of the game becomes“bell.” If the extracted random number lies in the range of “11036” to“16383” during ordinary game, the internal winning combination of thegame becomes “blank.”

[0143] Hereinafter, the stop control tables used when the internalwinning of small prize of bell is accepted will be discussed withreference to FIGS. 10 through 14.

[0144] A stop control table number selection table shown in FIG. 10 is atable for determining the stop control table referenced for performingstop control of the reels 3L, 3C, and 3R if the internal winning ofsmall prize of bell is accepted. That is, if the internal winning ofsmall prize of bell is accepted, any one of the six stop control tablesis referenced and stop control is performed based on the stop controltable.

[0145]FIG. 11 shows the relationship between the stop control order ofthe reels 3L, 3C, and 3R in each table selected in FIG. 10 andcompletion/incompletion of winning game. For example, when the tablenumber selected according to the stop control table number selectiontable in FIG. 9 is “1”, if the stop order is “left center right,” theplayer wins the game of bell. However, if the stop order is not “leftcenter right,” the player loses the game of bell. That is, to win thegame of bell, the internal winning combination needs to be bell and theplayer needs to stop the reels 3L, 3C, and 3R in the stop ordercorresponding to the stop control order in the corresponding tablenumber.

[0146] Specific stop control of the reels 3L, 3C, and 3R when theinternal winning combination is bell will be discussed with reference toFIGS. 12 through 14.

[0147] The stop control table lists the stop operation positions and thestop control positions of the reels 3L, 3C, and 3R. The stop operationposition represents the code number of the symbol positioned on thecenter line 8 a (specifically, the symbol whose center is positionedabove the center line 8 a and is nearest to the position of the centerline 8 a) when the player operates the stop button 7L, 7C, 7R providedcorresponding to the reel 3L, 3C, 3R. The stop control positionrepresents the code number of the symbol stopped and displayed at theposition of the center line 8 a when each of the reels stopped by theplayer actually stops. In the embodiment, the number of slide frames isfour at the maximum. For example, when “cherry” with code number 12arrives at the position of the center line 8 a while the right reel 3Ris rotating, if the player operates the stop button 7R, stop control ofthe right reel 3R can be performed so as to stop and display “blue 7”with code number 08 at the position of the center line 8 a.

[0148]FIG. 12 shows a winning stop control table. This table is usedwhen stop control of the reels is performed so that “bell-bell-bell” isplaced in a row along the activated line and the winning game of smallprize of bell is complete after the internal winning of small prize ofbell is accepted.

[0149] In FIG. 12, the stop control position of the left reel 3L is anyof code number “03”, “08”, “11”, “15”, or “19” and the symbolscorresponding to these code numbers are bell.

[0150] In FIG. 12, the stop control position of the center reel 3C isany of code number “03”, “07”, “11”, “15”, or “19” and the symbolscorresponding to these code numbers are bell.

[0151] In FIG. 12, the stop control position of the right reel 3R is anyof code number “01”, “05”, “10”, “14”, or “18” and the symbolscorresponding to these code numbers are bell.

[0152] If the winning stop control table shown in FIG. 12 is thus usedfor stop control of the reels 3L, 3C, and 3R, “bell-bell-bell” isstopped and displayed at the position of the center line 8 a, namely, atthe centers of the display windows 4L, 4C, and 4R, and the winning gameis complete.

[0153]FIG. 13 shows a forward push, center push losing stop controltable. This table is used when stop control of the reels is performed sothat “bell-bell-bell” is not placed in a row along the activated line(the winning game of small prize of bell is incomplete) after theinternal winning of small prize of bell is accepted. The stop controlpositions corresponding to the stop operation positions of the left reel3L and the center reel 3C are the same as those shown in FIG. 11.

[0154] In FIG. 13, the stop control position of the right reel 3R is anyof code number “02”, “06”, “11”, “15”, or “19” and the symbolscorresponding to these code numbers are “Replay.”

[0155] If the forward push, center push losing stop control table shownin FIG. 13 is thus used for stop control of the reels 3L, 3C, and 3R,“bell-bell” is stopped and displayed at the centers of the displaywindows 4L and 4C, and “Replay” is stopped and displayed at the centerof the display window 4R and thus the winning game of small prize ofbell becomes incomplete.

[0156]FIG. 14 shows a reverse push losing stop control table. This tableis used when stop control of the reels is performed so that“bell-bell-bell” is not placed in a row along the activated line (thewinning game of small prize of bell is incomplete) after the internalwinning of small prize of bell is accepted. The stop control positionscorresponding to the stop operation positions of the center reel 3C andthe right reel 3R are the same as those shown in FIG. 11.

[0157] In FIG. 14, the stop control position of the left reel 3L is anyof code number “04”, “09”, “12”, “17”, or “20” and the symbolscorresponding to these code numbers are “Replay.”

[0158] If the reverse push losing stop control table shown in FIG. 14 isthus used for stop control of the reels 3L, 3C, and 3R, “Replay” isstopped and displayed at the center of the left display window 4L and“bell-bell” is stopped and displayed at the centers of the displaywindows 4C and 4R, and thus the winning game of small prize of bellbecomes incomplete.

[0159] In the embodiment, the six different stop orders are adopted andonly when the player performs stop operation in any one of the six stoporders, “bell-bell-bell” is placed in a row along the activated line andthe winning game is complete. Thus, whether or not “bell-bell-bell” isplaced in a row along the activated line may be determined when theplayer performs the second stop operation. This case applies, forexample, if the table number “1” (the corresponding stop order is “leftcenter right”) is adopted and the player operates the left reel 3L asthe first stop operation. That is, if the player performs the first stopoperation, whether or not “bell-bell-bell” is placed in a row along theactivated line may be not necessarily clear. In the embodiment,“bell-bell-bell” is always placed in a row along the center line 8 a.Then, in the embodiment, the two losing stop control tables are used asshown in FIGS. 12 and 13. If the table number is “2”, “3”, “4”, “5”, or“6”, as the player performs stop operation in the stop order of “leftright center,” “center left right,” “center right left,” “right leftcenter,” or “right center left,” the winning game of small prize of bellbecomes complete.

[0160] A ceiling-number-of-AT-times selection table and an AT activationlottery table will be discussed with reference to FIGS. 15A and 15B. Therandom number range is “0” to “0495” for the ceiling-number-of-AT-timesselection table and “0” to “255” for the AT activation lottery table.

[0161] One AT corresponds to 10 games. The ceiling-number-of-AT-timesselection table is used to determine how many times the AT is to begenerated. The number of AT times selected in one AT lottery is any ofone, two, five, 10, or 30.

[0162] In the table, the lottery value is subtracted from the extractedrandom number in order from the top row to the bottom row and the valuein the row where the result becomes minus is adopted as the number of ATtimes. For example, if the extracted random number is “4021”, first,“2356” of the lottery value in the first-row is subtracted from “4021”and “1665” is obtained. Since this value is plus, further “1512” of thelottery value in the second row is subtracted from “1665” and “153” isobtained. Since this value is plus, further “196” of the lottery valuein the third row is subtracted from “153” and “−43” is obtained. Here,the minus value results and thus the number of AT times becomes five.

[0163] The AT activation lottery table is used to determine whether ornot one AT is to be activated. The random number range is “0” to “255”.Here, if activation is selected, the number of stop button push ordernotification times is set to 10 (games) That is, here the AT is started.The lottery method is similar to that with theceiling-number-of-AT-times selection table described above.

[0164] A ceiling activation selection table and a ceiling meter shiftselection table will be discussed with reference to FIGS. 16A and 16B.The random number range is “0” to “255” for the ceiling activationselection table. The numeric values listed in the ceiling meter shiftselection table are the numeric values each indicating the differencebetween the total number of medals used for playing games and the totalnumber of payout medals, which will be hereinafter referred to as themedal number difference value, used as the reference for determiningwhether or not the scale of the meter is to be shifted.

[0165] To begin with, the ceiling activation selection table is usedafter BB exits for determining the medal number difference value toactivate the next ceiling. If “1200” in the table is selected, when thedifference between the total number of medals used for playing games andthe total number of payout medals reaches “1200”, the ceiling AT of arelief measure is activated. Likewise, if “1500” is selected, thedifference reaches “1500”, the ceiling AT is activated; if “1800” isselected, the difference reaches “1800”, the ceiling AT is activated.

[0166] Next, the ceiling meter shift selection table is used todetermine indication of the ceiling meter level based on the selectedmedal number difference value to activate the ceiling AT and the currentmedal number difference value. As a specific indication method, thelevel in the row of the value closest to the current medal numberdifference value and not exceeding it among the numeric values under thecolumn of the current selected medal number difference value to activatethe ceiling AT is indicated. For example, if the current selected medalnumber difference value to activate the ceiling AT is “1200” and thecurrent medal number difference value is “821”, level 5 is indicated.Here, if the medal number difference value reaches “900”, the meterindication shifts to level 6.

[0167] The commands will be discussed with reference to FIGS. 17 and 18.The commands are transmitted only in one way from the main controlcircuit 81 to the sub-control circuit 82. The main control circuit 81and the sub-control circuit 82 are connected by 16 data signal lines andone signal line. Each command is made up of two, four, or six bytes; totransmit the command over the 16 data signal lines, the command istransmitted in one, two, or three sequences as one command.

[0168] Among the commands, a start command will be discussed. The typeof internal winning combination of the game and the game state and thestop control table number selected if the internal winning combinationis bell are transmitted as one command. Other commands are similar tothe start command. FIGS. 17 and 18 show the commands byway of example;in addition to the commands, information required for the sub-controlcircuit 82 to perform control is transmitted.

[0169] Hereinafter, the control operation of the CPU 41 of the maincontrol circuit 81 will be discussed with reference to main flowchartsof FIGS. 19 through 25.

[0170] To begin with, power is turned on (step (ST) 1) and the CPU 41initializes all output ports (ST2). Subsequently, whether or not a powerdown error occurs is determined (ST3). If a power down error occurs, theprocess proceeds to ST2; if a power down error does not occur, theprocess proceeds to ST4. At ST4, the CPU 41 is initialized.Subsequently, whether or not a RAM error occurs is determined (ST5). Ifa RAM error occurs, the RAM error is indicated. Specifically, “rr” isindicated on medal payout indicator made up of seven-segment LEDs. TheRAM error is an error in which RAM 78 cannot normally be written orread.

[0171] If a RAM error does not occur, whether or not a setting keyswitch is on is determined (ST6). If the setting key switch is on,six-stage setting processing is performed and then the process goes toST12. If the setting key switch is off, the process goes to ST8. At ST8,whether or not battery backup is normal is determined. If battery backupis normal, the return address and the unused area of the RAM 78 arecleared and then all registers are restored to the output state at thepower shutdown time (ST9) and an input port is updated to the state atthe power restoration time and the state returns to the state at thepower shutdown time (ST10).

[0172] If battery backup is not normal, the setup values are initialized(ST11). Subsequently, all areas of the RAM 78 are cleared (ST12). ST12and the later steps are also executed after the six-stage settingprocessing is performed if it is determined at ST6 that the setting keyswitch is on. Subsequently, the setup values are stored (ST13) andcommunication data is initialized (ST14) Then, the CPU 41 clears the RAM78 at the game over time (ST15). Subsequently, whether or not a requestfor automatically inserted medals exits is determined (ST16). The casewhere a request for automatically inserted medals exits is when awinning game of replay is complete in the preceding game play. If arequest for automatically inserted medals exits, as many medals asrequested are automatically inserted (ST17) and a game play medalinsertion command is transmitted to the sub-control circuit 82 and thenthe process proceeds to ST20. If a request for automatically insertedmedals does not exist, medal inserted from the medal insertion slot andthe BET button is accepted (ST19) and the process proceeds to ST20.

[0173] At ST20, whether or not the start lever is on is determined. Ifthe start lever is on, whether or not a time of 4.1 seconds has elapsedsince the preceding game play is determined (ST21). Specifically,whether or not the time has elapsed is determined based on the value ofa one-play monitor timer set at ST24 described later. If the time of 4.1seconds has not elapsed since the preceding game play, the game startwait time is consumed (ST22) and the process proceeds to ST23.

[0174] At ST23, the CPU 41 extracts a random number for lottery.Specifically, the CPU 41 extracts one from the random numbers rangingfrom “0” to “16383”. Subsequently, the one-play monitor timer is set(ST24) and game state monitor processing for determining the currentgame state is performed (ST25). Next, probability lottery processing isperformed. In the probability lottery processing, the internal winningcombination is determined based on the random number extracted at ST23and the probability lottery table corresponding to the current gamestate determined in the game state monitor processing. In theprobability lottery table, the random numbers corresponding to internalwinning are predetermined for each winning combination as describedabove.

[0175] Next, the CPU 41 performs winning indicator lamp lighting lotteryprocessing (ST27) and performs stop control table selection processing(described later in detail) (ST28). As transmission processing at thegame play start time, a start command is transmitted to the sub-controlcircuit 82 (ST29) for initializing to start reel rotation (ST30).

[0176] Next, the CPU 41 determines whether or not the stop button is on(ST31). If the stop button is on, the process proceeds to ST33; if thestop button is off, the process proceeds to ST32. At ST32, whether ornot the value of an automatic stop timer is 0 is determined. If thevalue of the automatic stop timer is 0, the process proceeds to ST33; ifthe value of the automatic stop timer is not 0, the process proceeds toST31. At ST33, the number of slide frames is determined from winningrequest (internal winning combination), the symbol position (rotationposition of reel at the stop operation time) and the selected stopcontrol table.

[0177] The reel is rotated for as many frames as the number of slideframes determined at ST33 (ST34). Next, a request for stopping the reelis set (ST35) and a reel stop command is transmitted the sub-controlcircuit 82 (ST36).

[0178] Whether all reels stop is determined (ST37). If all reels stop,the process proceeds to ST38; if not all reels stop, the processproceeds to ST31. Effect processing at the game over time is performed(ST38) and then winning game retrieval is executed (ST39). Subsequently,whether or not a winning game flag is normal is determined (ST40). Ifthe winning game flag is normal, the process proceeds to ST42; if thewinning game flag is not normal, an illegal error is indicated (ST41).

[0179] Next, whether or not the number of medals paid out for thewinning game is 0 is determined (ST42). Specifically, whether or not thewinning game of prize (except replay) is complete is determined. If thewinning game is complete, medals are deposited or paid out in responseto the state (during BB operation or during RB operation) and thewinning combination (ST43).

[0180] Next, the CPU 41 determines whether or not the state is during BBor RB operation (ST44). If the state is during BB or RB operation, theprocess proceeds to ST45; if the state is not during BB or RB operation,the process proceeds to ST48. At ST45, the number of BB, RB games arechecked. Whether or not BB exits is determined (ST46). When BB exits, aBB exit command is transmitted and then the RAM at the BB exit time iscleared (ST47) and the process proceeds to ST 49. If it is notdetermined at ST46 that BB exits, the process proceeds to ST49. If it isnot determined at ST44 that the state is during BB or RB operation, BB,RB winning game check processing is performed (ST48) and the processproceeds to ST49. At ST49, bonus 7SEG control processing is performedand the process proceeds to ST15.

[0181] Next, the stop control table selection processing performed atST28 will be discussed. To begin with, the CPU 41 determines whether ornot the internal winning combination of the game is bell is determined(ST50). If the internal winning combination of the game is bell, theprocess proceeds to ST51; if the internal winning combination of thegame is not bell, the process proceeds to ST52. At ST51, a random numberis extracted and one stop control table is selected based on the stopcontrol table selection table. At ST52, the stop control tablepredetermined for each internal winning combination is selected.

[0182] Hereinafter, control processing of the sub-control circuit 82will be discussed with reference to FIGS. 26 through 34.

[0183] To begin with, an outline of the control processing of thesub-control circuit 82 will be discussed with reference to FIGS. 26 and27. First, the sub-CPU 84 determines whether or not a game play medalinsertion command is received, namely, whether or not game play medalsused for playing one game have been inserted (ST101). The game playmedal insertion command contains information indicating the number ofinserted game play medals, etc. When the game play medal insertioncommand is received, the process proceeds to ST102. At ST102, the numberof inserted medals changed during the start lever acceptance state isupdated. Then, the process returns to ST101.

[0184] If a game play medal insertion command is not received, whetheror not a start command is received, namely, whether or not one game isstarted is determined (ST 103). If a start command is received, thenumber of bet medals on the game (the number of used game play media) isdetermined (ST104) and then the total number of bet medals is updated(ST105). Next, processing concerning ceiling meter indication isperformed (ST106), whether or not ceiling AT is to be activated ischecked (ST107), and AT execution processing, namely, processingconcerning push order notification is performed (ST108). Then, theprocess returns to ST101.

[0185] If it is not determined at ST103 that a start command isreceived, whether or not a winning game command is received, namely,whether or not a predetermined winning combination is won is determined(ST109) If a winning game command is received, the total number ofpayout medals is updated (ST109) Then, the process returns to ST101.

[0186] If it is not determined at ST109 that a winning game command isreceived, whether or not a BB exit command is received, namely, whetheror not BB exits in the game is determined (ST111). If a BB exit commandis received, the total number of bet medals and the total number ofpayout medals stored in the RAM are cleared and the scale of the ceilingmeter is set to 1 for indication (ST112) As the total number of betmedals and the total number of payout medals are cleared, determinationas to whether or not the relief measure is to be activated can bestarted after BB.

[0187] Ceiling activation value selection processing is performed fordetermining the next ceiling activation value (ST113). If it is notdetermined at ST111 that a BB exit command is received, ST112 and ST113are skipped and the process returns to ST101.

[0188]FIGS. 28A through 28D describe the number-of-inserted-medalsupdate processing at ST102, the number-of-bet-medals determinationprocessing at ST104, the total-number-of-bet-medals update processing atST105, and the total-number-of-payout-medals update processing at ST110.

[0189] The number-of-inserted-medals update processing shown in FIG. 28Ais to once store the transmitted number of inserted medals in apredetermined area of the RAM (ST110). The number-of-bet-medalsdetermination processing shown in FIG. 28B is to determine that thenumber of inserted medals stored in the RAM at ST11 is the number of betmedals on the game and store the number of medals in the RAM (ST111).The reason why the number of inserted medals is monitored in thenumber-of-inserted-medals update processing and the number of bet medalsis determined after the start command is received is that if the playeroperates the 1-BET switch 11, the 2-BET switch 12, or the MAX-BET switch13 and inserts game play medals, the number of inserted medals can bechanged before the player operates the start lever and therefore thenumber of bet medals must be determined when the player operates thestart lever.

[0190] In the total-number-of-bet-medals update processing shown in FIG.28C, the number of bet medals on the game determined at ST111 is addedto the total number of bet medals (the number of used game play media).For example, if the number of bet medals on the game is three, three isadded. This processing is performed for each game, whereby it is madepossible to calculate the total number of bet medals. In thetotal-number-of-payout-medals update processing shown in FIG. 28D, whenmedals are paid out, the number of payout medals is added to the totalnumber of payout medals. For example, if the winning combination of plumis won, six is added; if the player does not win any games, 0 is added.This processing is performed for each game, whereby it is made possibleto calculate the total number of payout medals.

[0191]FIG. 29 shows the ceiling meter indication processing at ST106. Inthe processing, first the indication level of the ceiling meter isdetermined based on the number of medals at each level corresponding tothe setup ceiling number of medals based on the ceiling meter shiftselection table and the current medal number difference value (ST118).Whether or not the current indicated level is to be shifted isdetermined (ST119). If the level is to be shifted, the current level isincremented by one for indicating the meter level (ST120); if the levelis not to be shifted, the process is returned to the main routine.

[0192]FIG. 30 shows the ceiling AT activation check processing at ST107.The ceiling AT refers to the stop operation assistance time periodactivated as a relief measure. The representation of “ceiling” is usedbecause it is activated when a predetermined value (setup ceiling value)is reached. The predetermined value is determined in the ceilingactivation value selection processing performed after BB exits; it isany of “1200”, “1500”, or “1800”.

[0193] In the ceiling AT activation check processing, first whether ornot the internal winning of BB is accepted in the game or whether or notthe current game state is during BB internal winning is determined(ST121). If the internal winning of BB is accepted in the game or thecurrent game state is during BB internal winning, the total number ofbet medals and the total number of payout medals stored in the RAM arecleared (ST122) and the process is returned to the main routine. Indoing so, once the internal winning of BB is accepted, unless the BBexits, the relief measure is not activated.

[0194] If the internal winning of BB is not accepted in the game and thecurrent game state is not during BB internal winning, whether or not thecurrent medal number difference value reaches the setup ceiling value isdetermined (ST123). If the current medal number difference value isequal to or greater than the setup ceiling value, theceiling-number-of-AT-times selection table is set (ST124), random numberlottery is executed based on the table (ST125), and the value selectedby the lottery is added to the number-of-AT-times stock counter (ST126).If it is determined at ST123 that the current medal number differencevalue is less than the setup ceiling value, the process is returned tothe main routine.

[0195]FIG. 31 shows the ceiling activation value selection processing atST113. This processing is performed after BB exits for determining thenumber of games activated by the next relief measure, namely, theceiling value. In the processing, a random number lottery is held basedon the ceiling activation value selection table, any value of “1200”,“1500”, or “1800” is selected, and the selected value is held in the RAMuntil the next BB exits and a new ceiling value is selected. The ceilingvalue is thus selected and determined, whereby the ceiling value is notfixed, making the player hard to determine when the next relieve measurewill be activated.

[0196]FIG. 32 shows the AT execution processing at ST108.

[0197] First, whether or not the value of thenumber-of-notification-times counter is 1 or more is determined (ST201).If the number-of-notification-times counter is “1” or more, push ordernotification processing is performed (ST204) If thenumber-of-notification-times counter is less than “1”, whether or notthe value of the number-of-AT-times stock counter is “1” or more isdetermined (ST202). If the value of the number-of-AT-times stock counteris less than “1”, the process is returned to the main routine; if thevalue of the number-of-AT-times stock counter is “1” or more, ATactivation lottery processing is performed (ST203).

[0198] If the number-of-notification-times counter is “1” or more, itmeans that the gaming machine (player) is in the AT. If the value of thenumber-of-AT-times stock counter is “1” or more, it means that the AT isconcealed.

[0199]FIG. 33 shows the push order notification processing at ST204.First, the number-of-push-order-notification-times counter isdecremented by one (ST205). Whether or not the internal winningcombination of the game is bell is determined (ST206). If the internalwinning combination of the game is not bell, the process is returned tothe main routine. If the internal winning combination of the game isbell, the player is notified of information to complete the winning gameof bell based on the selected stop order control table number (ST207)and the process is returned to the main routine.

[0200]FIG. 34 shows the AT activation lottery processing at ST203.

[0201] First, a random number lottery is held based on the AT activationlottery table (ST208). Whether or not AT activation is accepted isdetermined as the result of the lottery (ST209) If AT activation is notaccepted, the process is returned to the main routine. If AT activationis accepted, a value of 10 is added to thenumber-of-push-order-notification-times counter (ST210), the value ofthe number-of-AT-times stock counter is decremented by one (ST211), andthe process is returned to the main routine.

[0202] The invention has been described as related to the embodiments,but is not limited to the specific embodiments. In the embodiment, thetotal number of payout medals and the total number of bet medals arecleared when the internal winning of BB is accepted, during the internalwinning of BB, or when the winning combination of BB is won. However,the timing can be set arbitrarily and the step of clearing the totalnumber of payout medals and the total number of bet medals may beskipped.

[0203] In the embodiment, the stop operation assistance time period isactivated each time the medal number difference value reaches thepredetermined number of medals. However, the relief measure may beactivated a predetermined number of times (for example, only once) afterBB exits.

[0204] In the AT, the player is notified of the push order for the gamewhose winning is complete or incomplete depending on the push order. Inaddition, AT in which the player is notified of internal winningcombination may be adopted. Further, as the advantageous situation forthe user such as BB and RB as well as AT can also be adopted if itenables the player to gain a large number of game play media.

[0205] Further, the invention can be applied not only to pinball slotmachines as in the embodiments, but also to other types of gamingmachines such as a pinball machine.

[0206] As described above, according to the invention, the front displaymeans is moved, whereby sharp contrast can be provided between theeffect produced by the variable display means and the effect produced bythe front display means, enabling the player to enjoy playing a game.

[0207] Although only some exemplary embodiments of the invention havebeen described in detail above, those skilled in the art will readilyappreciate that many modifications are possible in the exemplaryembodiments without materially departing from the novel teachings andadvantages of the invention. Accordingly, all such modifications areintended to be included within the scope of the invention.

[0208] This application is related to co-pending U.S. patentapplications entitled “GAMING MACHINE” referred to as Attorney DocketNo. SHO-0019, “GAMING MACHINE” referred to as Attorney Docket No.SHO-0020, “GAMING MACHINE” referred to as Attorney Docket No. SHO-0021,“GAMING MACHINE” referred to as Attorney Docket No. SHO-0022, “GAMINGMACHINE” referred to as Attorney Docket No. SHO-0023, “GAMING MACHINE”referred to as Attorney Docket No. SHO-0024, “GAMING MACHINE” referredto as Attorney Docket No. SHO-0025, “GAMING MACHINE” referred to asAttorney Docket No. SHO-0026, “GAMING MACHINE” referred to as AttorneyDocket No. SHO-0027, “GAMING MACHINE” referred to as Attorney Docket No.SHO-0028, “GAMING MACHINE” referred to as Attorney Docket No. SHO-0029,“GAMING MACHINE” referred to as Attorney Docket No. SHO-0030, “GAMINGMACHINE” referred to as Attorney Docket No. SHO-0031, “GAMING MACHINE”referred to as Attorney Docket No. SHO-0032, “GAMING MACHINE” referredto as Attorney Docket No. SHO-0033, “GAMING MACHINE” referred to asAttorney Docket No. SHO-0034, “GAMING MACHINE” referred to as AttorneyDocket No. SHO-0035, “GAMING MACHINE” referred to as Attorney Docket No.SHO-0036, “GAMING MACHINE” referred to as Attorney Docket No. SHO-0037,“GAMING MACHINE” referred to as Attorney Docket No. SHO-0038, “GAMINGMACHINE” referred to as Attorney Docket No. SHO-0039, “GAMING MACHINE”referred to as Attorney Docket No. SHO-0040, “GAMING MACHINE” referredto as Attorney Docket No. SHO-0041, “GAMING MACHINE” referred to asAttorney Docket No. SHO-0042, “GAMING MACHINE” referred to as AttorneyDocket No. SHO-0043, “GAMING MACHINE” referred to as Attorney Docket No.SHO-0044, “GAMING MACHINE” referred to as Attorney Docket No. SHO-0045,“GAMING MACHINE” referred to as Attorney Docket No. SHO-0046, “GAMINGMACHINE” referred to as Attorney Docket No. SHO-0047, “GAMING MACHINE”referred to as Attorney Docket No. SHO-0048, “GAMING MACHINE” referredto as Attorney Docket No. SHO-0049, “GAMING MACHINE” referred to asAttorney Docket No. SHO-0050, “GAMING MACHINE” referred to as AttorneyDocket No. SHO-0051, “GAMING MACHINE” referred to as Attorney Docket No.SHO-0052, “MOTOR STOP CONTROL DEVICE” referred to as Attorney Docket No.SHO-0053, “GAMING MACHINE” referred to as Attorney Docket No. SHO-0054,“GAMING MACHINE” referred to as Attorney Docket No. SHO-0055, “GAMINGMACHINE” referred to as Attorney Docket No. SHO-0056, and “GAMINGMACHINE” referred to as Attorney Docket No. SHO-0057, respectively, allthe applications being filed on Oct. 31, 2003 herewith. The co-pendingapplications including specifications, drawings, and claims areexpressly incorporated herein by reference in their entirety.

What is claimed is:
 1. A gaming machine comprising: variable displaymeans for variably displaying a plurality of symbols; internal winningcombination determination means configured to determine an internalwinning combination; a plurality of operation means with which a playerstops the variable display of the variable display means; stop controlmeans configured to perform a stop control of the variable display basedon the determination result of the internal winning combinationdetermination means and on a stop operation of each of the operationmeans; game medium payout means configured to pay out a game medium tothe player in a case where a stop state of the variable display meansstopped by the stop control means corresponds to a predetermined stopstate; and front display means provided in front of the variable displaymeans and configured to enable the player to see the symbols on thevariable display means therethrough, and to display various images,wherein the front display means is movably arranged.
 2. The gamingmachine as claimed in claim 1, wherein the front display means ismovably arranged in a back and forth direction with respect to thevariable display means.
 3. The gaming machine as claimed in claim 1,wherein the front display means is movably arranged in an up and downdirection with respect to the variable display means.
 4. The gamingmachine as claimed in claim 1, wherein the front display means ismovably arranged between a position where the player is able to visuallyrecognize the front display means and a position where the player isunable to visually recognize the front display means.